ranma's Forum Posts

  • 10 fps overall. And yes. You're missing something. You don't need an app mobi account. Google something like getting started with appmobi.

  • 1) as directcanvas is not yet supported by construct, you'll get probably around 10fps if your game uses rotating sprites, some effects or opacity for sprites.

    2) i test on android, not iphone, so there's no need to buy 99$/year dev account. but from what I hear there are some hacky ways to install a iphone app dev account, google :)

    4) on my phone it reads nothing. I use appmobi's javascript api to read accelerometer and read it with call javascript plugin.

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  • When in fullscreen - scale mode, WindowWidth and WindowHeight doesn't return correct values as R0J0hound explains on second page of this thread:

    scirra.com/forum/positioning-objects-relative-to-window_topic49069_page1.html

    in theory scrollx-WindowWidth/2 should always return left edge of the viewport. it doesnt in fullscreen - scale mode. it does though, when in fullscreen - crop mode and width layout scale set to: min(WindowWidth/640,windowheight/480) - for 640x480 app.

  • ok, thanks a bunch for that, also posting this as a bug in bugs. thanks again, cheers!

  • because I hope it's easy and nobody will ask why and just answer. this was tldr version :) the real reason is because this sprite will have a custom movement based on moving towards other sprites scattered through playfield and the anchor behavior will collide with the custom movement behavior, they just won't work together. also, I beg you, how do I get an answer to my question without being rude, I really have a dream that someday, I come here, ask question and just get working answer without waiting whole day, explaining that answers provided by some don't work, to others why am I tryind to achieve this and why this and not other way. really didn't mean to be rude in any way and of course I'm super grateful for any input at all, but still hoping to get a good answer at some point. cheers!

  • forgot to add "NOT using ANY behaviors". that's what I'm trying to achieve, I'm trying to:

    position my object on creation in the top left corner of the viewport using "set position" action, on a layer that has parallax and scale set to 100 NOT using ANY behaviors.

    also, of course, bug thanks for trying to help me out with this :)

  • but this object will have movement behaviors and all. I want to position it in the top left only once, without using any behaviors. so again, my question, to be as specific as I can:

    how to position my object on creation in the top left corner of the viewport using "set position" action, on a layer that has parallax and scale set to 100.

    sorry to be pain in the arse, but please understand, nobody understands me, boo hoo :( :)

  • again, no :(

    here's capx:

    mediafire.com

    after 4 seconds the plack box should appear in the top left corner right? well it doesn't :) halp plox :) cheers!

  • and if I must position this objects on a layer that has parallax = 100 and scale = 100? scrollx and scrolly will give me 320 and 240 (half of the window size which I already know) so that doesn't help.

  • I don't get it. I thought I got it, but I don't :)

    How do I position objects on its creation in the top left corner of the viewport when using fullscreen: scale option. I thought that (assuming it's 640x480) x=320-windowWidth/2, y=240-windowHeight/2 shoud work. But it didn't.

    Thanks in advance.

  • Facebook integrated with heroku some time ago, they dont seem to have any bandwidth limit at all instead you get small database and some other limitations. Check them out. Oh and it's free unless you requre some additional plugins

  • yes, Ashley already clarified this was a problem with destroy action that should be fixed in the next build.

  • I let myself send you a quick and short PM with some files that I didn't want to see the public light :)

    also, which may help you, actually every event in the game seem to run after the draw (maybe that will be corrected by your recent change, you wrote about, dunno), objects that have "on collision -> destroy" can be seen in one frame colliding / overlapping and in the next one they get destroy, when they clearly should in the first one :)

    cheers and thanks

  • no problem. cheers!

  • you have to have a variable that you read every few second from construct canvas:

    var foo;
    
    document.addEventListener("appMobi.notification.push.enable",notificationsRegistered,false);
    
    AppMobi.notification.addPushUser("userID","newpassword","newEmail@test.com");
    
    var notificationsRegistered=function(event)
    {
    if(event.success===false)
        {
            if( !didcheckuser )
            {
                AppMobi.notification.checkPushUser(�userID�,"newpassword");
                didcheckuser = true;
            }
            else
            {
                   foo = "There was an error adding push notifications "+ event.message;
            }
            return;
        }
            foo = "Notifications Enabled";
    }
    function returnFoo() {
    return foo;
    }
    

    and then in construct:

    every 1 second call javascript "returnFoo();"

    and set some text to javascript return value.